Reluctant Admiral Feedback
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Keeping it 'Right'
I want to reiterate that I do think the changes you made are not crazy or wrong or anything like that. I think the mod as a whole is a great idea. I just feel that the changes you have made seem to be a bit based on a small sample size and maybe with too much 'design for effect' for my personal tastes, but that shouldn't put anyone else off it. I played the first iteration a bit and enjoyed it very much.
It may also be that there is some disconnect in the presentation of what is happening with the tweaks. On one hand you mention doubling some characteristics, 'buffing' and 'nerfing' but then you say the changes are minor... it is hard to get a real sense of what is happening. I know you were working on a change log so it might be helpful to know exactly what changes are made to get a more quantatative sense.
It may also be that there is some disconnect in the presentation of what is happening with the tweaks. On one hand you mention doubling some characteristics, 'buffing' and 'nerfing' but then you say the changes are minor... it is hard to get a real sense of what is happening. I know you were working on a change log so it might be helpful to know exactly what changes are made to get a more quantatative sense.
RE: Keeping it 'Right'
ORIGINAL: Terminus
There IS such a thing as polishing the cannonball too much. Sooner or later it has to be loaded and fired. I think you should pull the lanyard now.
Thank You Terminus. Your description of working on the Mod TOO much really made me laugh. It was a good tension reducer.
Just emailed FatR about this but then found he had already jumped in with commentary.
As said earlier the temptation to keep working and working and working (tweaking, tweaking, tweaking,etc...) is SOOOOO hard to break when working on a Mod. I have felt we've been at that point with 3.0 for about a month or so.
JWE implied that some of FatR's concerns appear to be getting addressed by MichaelM with his Beta work. This would great to see implemented and might go a ways to helping alleviate Stanislav's concerns.
Thanks OldMan and Darby for jumping in and contributing your thoughts. Really appreciate the Posts.
PS As an aside (speaking of 'tweaking' the Mod), I would like to do what has been discussed in the other Thread regarding an Omaha-Class CLAA variant. Like the idea as an option to the Allied player and very nicely fits in with our vision of allowing the the Allied player a 'response' to the Japanese opening months within RA.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Keeping it 'Right'
I would say the focus needs to be making sure '42 and '43 are right OOB wise. Then, you can take your time getting '44 to the end done later.
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mariandavid
- Posts: 303
- Joined: Thu May 22, 2008 5:05 pm
RE: Computer sending carriers to UK
Date November 1942 - all is working well (all errors previously reported) then suddenly the computer carrier TF suddenly started heading west - and I mean west - past Guam and still going. Much against my will went to head to head and found they were all tasked to go direct to UK and, naturally all about to run out of fuel.
Anyone else come across this? Does destroy the game!
Anyone else come across this? Does destroy the game!
RE: Computer sending carriers to UK
MD: I take it that your campaign is RA? What happened exactly?
Thanks Michael. I concur as well with that.
Thanks Michael. I concur as well with that.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Keeping it 'Right'
Yes, I think Terminus is right. And seeing John's comments, I've decided to once again reign myself in roll back most changes beyond the original scope of the mod, at least those that might additionally affect IJAAF airframe building decisions in a major way (I hope people remember the original deviation already had some "leaking" impact there). And the Allied land-based flak. I really do hope that the mentioned code tweaks will turn true, though. Today, unfortunately, I didn't even had time to make my turns, so expect me to finish and send the final version to John for the last check by Monday.
The Reluctant Admiral mod team.
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
RE: Keeping it 'Right'
Just want to inform everyone, that I've sent the files to John 3rd yesterday. In accordance with the above, I've rolled back most of the IJAAF changes mentioned above (the most significant change on IJAAF side now most likely is earlier availability and less-than-awful stats of Ki-100s fighters, owing to the earlier shift of priorities to their engine, postulated in RA; this was present from the first build).
So, you can expect the final release in a few days.
So, you can expect the final release in a few days.
The Reluctant Admiral mod team.
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
- DuckofTindalos
- Posts: 39781
- Joined: Fri Apr 22, 2005 11:53 pm
- Location: Denmark
RE: Keeping it 'Right'
Well, this thread HAS only been going for just under 14 months, so maybe it's time, no?[:D]
We are all dreams of the Giant Space Butterfly.
RE: Keeping it 'Right'
But what a Thread it is! [:D][X(]
OK. I've got the files. Have got minor work to do on things (Omaha CLAA, updated Scenario Description, etc...) and then plan to run a Turn One several times to see if we've missed anything.
Have asked Stanislav to make the the change list is up-to-date as well as the air change desription used when we released the Mod originally.
FINALLY--The Home Stretch is here.
OK. I've got the files. Have got minor work to do on things (Omaha CLAA, updated Scenario Description, etc...) and then plan to run a Turn One several times to see if we've missed anything.
Have asked Stanislav to make the the change list is up-to-date as well as the air change desription used when we released the Mod originally.
FINALLY--The Home Stretch is here.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Keeping it 'Right'
Hi John,
Have art sets for an early war Omaha CLAA and a roughly 1943 upgrade (sides, shils, blanks). Will send by pm. Don Bowen has some armament specs worked up. Sure he will be glad to provide you with them.
Conversion time is a witch. HMS Delhi underwent conversion to CLAA at Brooklyn NY at about the same time frame. Oficially 'in' on April 6, '41, oficially 'out' on Nov 26, '41. 230 days. In-game, I arbitrarily set 'C' Class CLAA conversions to 180 days (assuming some additional motivation after the bombs started falling). I would make Omahas somewhat similar, say ... 150 days.
Have art sets for an early war Omaha CLAA and a roughly 1943 upgrade (sides, shils, blanks). Will send by pm. Don Bowen has some armament specs worked up. Sure he will be glad to provide you with them.
Conversion time is a witch. HMS Delhi underwent conversion to CLAA at Brooklyn NY at about the same time frame. Oficially 'in' on April 6, '41, oficially 'out' on Nov 26, '41. 230 days. In-game, I arbitrarily set 'C' Class CLAA conversions to 180 days (assuming some additional motivation after the bombs started falling). I would make Omahas somewhat similar, say ... 150 days.
RE: Keeping it 'Right'
Thanks John. I'll use the info when I get home tonight. Appreciate the help and ship art as well.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Keeping it 'Right'
Wow. Nice work on that.
I need about 3-4 hours OFF and ALONE in this house to finish the darned thing. Summer is putting a pretty serious crimp into so-called personal time here!
I need about 3-4 hours OFF and ALONE in this house to finish the darned thing. Summer is putting a pretty serious crimp into so-called personal time here!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Keeping it 'Right'
I've modified the air changes description and wrote a concise description for small ships and subs changes, John, if you are wondering. Can send them to you or post here.
The Reluctant Admiral mod team.
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
RE: Keeping it 'Right'
How about both?
I got most of the needed work done last nihgt and plan to run a couple of turns to make sure about the starting positions then things should be complete.
I got most of the needed work done last nihgt and plan to run a couple of turns to make sure about the starting positions then things should be complete.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Keeping it 'Right'
I got most of the needed work done last nihgt and plan to run a couple of turns to make sure about the starting positions then things should be complete.
Famous last words just before.... "Houston, we have a problem!"

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[/center]RE: Keeping it 'Right'
He who doth have attitude!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Keeping it 'Right'
So, the changes' descriptions (I've left description of DD changes, they, are a part of the main naval program and interconnected with changes to cruisers):
This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.
In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternative projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.
As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (IJN planes that existed only as prototypes by the war's end), or accelerated.
Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.
This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.
It's also important to mention, that A6M3 Zero is made carrier-capable in this mod, allowing Japanese players to freely upgrade IJN fighter groups from carrier-capable to land-based models through A6M3 -> A6M3b upgrade, if PDU ON is chosen. This enables greater flexibility in customizing IJN fighter force mid-war. Beware, though, that groups switched to land-based fighter models won't be able to use A7M2/A7M3.
In addition, there are many minor tweaks to various Japanese and Allied aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming. And Mitsubishi Kinsei engine, used by Ki-100s, gets widespread use earlier in this mod, allowing greater degree of improvement and polish by 1945.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Later models of Ki-84 are faster. Ki-84b is no longer outside the normal upgrade line. Ki-84r is available later in the war.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.
-On Allied side stats (MVR and Durability) for all versions of Hurricanes and Corsairs are slightly toned down, stats for all versions of Hellcats are slightly increased. Late-war Corsair versions carry higher bombloads.
-Stats for heavy (30mm+) aircraft cannons on both sides are increased. This particularly benefits most models of 2E Japanese fighters, that carry these as their primary weapons (making said 2E fighters less than entirely worthless).
Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):
-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor.
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.
Subs
A call to standartize sub production is given by Yamamoto as the war approaches. As IJN already struggled with shortages of trained personnel for its submarine arm IRL, and this situation is only going to be aggravated by expansions in other areas, postulated by Scen 70, the decision to stick to the best available projects, even at the cost of significantly reducing the number of produced subs is made. As a result, with the exception of a few sub carriers and transport subs, only C2 and KD7 (later replaced by an improved KD8 type) subs are built before and during the war, with emphasis on KD subs. K6 and KS subs are eliminated from the queue, and the number of B/C subs built during the war is reduced, due to only constructing the most advanced type of large boats. However, upgrades to newer Japanese subs become available earlier.
All non-midget late-war sub types are eliminated from the queue, freeing resources for small surface combatants and fast transports.
Large transport subs have their carrying capacity increased, while durability of small transport subs is drastically reduced, making them far cheaper to build, so that there will be greater incentive for building either.
Smaller Combatants and Auxilaries
A lot of work is done in this area. A number of historical late-war ships absent from AE was added to to Scen 70, including several LSDs, minelayers and small transports.
Escort production is streamlined, with Ukuru-class escorts replaced with a slightly greater number of C/D-class escorts. However, all escort ships and Japanese Type 2 depth charges are downgraded to DaBabes standard (while late-war USN subs are improved accordingly), to eliminate extreme efficiency of Japanese ASW in 1944-45, that was observed before.
In addition, Japanese building priorities late in the war are shifted from submarines to fast transport craft (APDs and LSTs) and PT boats. Building programs for these ships are expanded and extended to the end of the scenario, at the expence of all late-war subs, except for Type D Koryu midgets. Alongside with Tachibana-class destroyers, those are only warships which construction will continue in autumn of 1945 and in 1946. This will give Japanese players significantly expanded fast transport capabilities late in the war, and a significant number of cheaply-built surface combatants for final defensive battles.
This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.
In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternative projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.
As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (IJN planes that existed only as prototypes by the war's end), or accelerated.
Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.
This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.
It's also important to mention, that A6M3 Zero is made carrier-capable in this mod, allowing Japanese players to freely upgrade IJN fighter groups from carrier-capable to land-based models through A6M3 -> A6M3b upgrade, if PDU ON is chosen. This enables greater flexibility in customizing IJN fighter force mid-war. Beware, though, that groups switched to land-based fighter models won't be able to use A7M2/A7M3.
In addition, there are many minor tweaks to various Japanese and Allied aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming. And Mitsubishi Kinsei engine, used by Ki-100s, gets widespread use earlier in this mod, allowing greater degree of improvement and polish by 1945.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Later models of Ki-84 are faster. Ki-84b is no longer outside the normal upgrade line. Ki-84r is available later in the war.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.
-On Allied side stats (MVR and Durability) for all versions of Hurricanes and Corsairs are slightly toned down, stats for all versions of Hellcats are slightly increased. Late-war Corsair versions carry higher bombloads.
-Stats for heavy (30mm+) aircraft cannons on both sides are increased. This particularly benefits most models of 2E Japanese fighters, that carry these as their primary weapons (making said 2E fighters less than entirely worthless).
Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):
-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor.
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.
Subs
A call to standartize sub production is given by Yamamoto as the war approaches. As IJN already struggled with shortages of trained personnel for its submarine arm IRL, and this situation is only going to be aggravated by expansions in other areas, postulated by Scen 70, the decision to stick to the best available projects, even at the cost of significantly reducing the number of produced subs is made. As a result, with the exception of a few sub carriers and transport subs, only C2 and KD7 (later replaced by an improved KD8 type) subs are built before and during the war, with emphasis on KD subs. K6 and KS subs are eliminated from the queue, and the number of B/C subs built during the war is reduced, due to only constructing the most advanced type of large boats. However, upgrades to newer Japanese subs become available earlier.
All non-midget late-war sub types are eliminated from the queue, freeing resources for small surface combatants and fast transports.
Large transport subs have their carrying capacity increased, while durability of small transport subs is drastically reduced, making them far cheaper to build, so that there will be greater incentive for building either.
Smaller Combatants and Auxilaries
A lot of work is done in this area. A number of historical late-war ships absent from AE was added to to Scen 70, including several LSDs, minelayers and small transports.
Escort production is streamlined, with Ukuru-class escorts replaced with a slightly greater number of C/D-class escorts. However, all escort ships and Japanese Type 2 depth charges are downgraded to DaBabes standard (while late-war USN subs are improved accordingly), to eliminate extreme efficiency of Japanese ASW in 1944-45, that was observed before.
In addition, Japanese building priorities late in the war are shifted from submarines to fast transport craft (APDs and LSTs) and PT boats. Building programs for these ships are expanded and extended to the end of the scenario, at the expence of all late-war subs, except for Type D Koryu midgets. Alongside with Tachibana-class destroyers, those are only warships which construction will continue in autumn of 1945 and in 1946. This will give Japanese players significantly expanded fast transport capabilities late in the war, and a significant number of cheaply-built surface combatants for final defensive battles.
The Reluctant Admiral mod team.
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
RE: Keeping it 'Right'
Well done.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.




